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Configure wgpu to be low-latency by default (#8203)
* initially done in https://github.com/emilk/egui/pull/8103, reverted in #8167 due to resize hangs * Related: https://github.com/emilk/egui/issues/8043 (maybe closes??) Turns out the resize hangs were caused by the present_with_transaction call. Disabling that when `desired_maximum_frame_latency == 1` causes the window to resize smoothly. Thanks @krisdigital for noticing that connection: https://github.com/emilk/egui/issues/8043#issuecomment-4154440382 --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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@@ -87,13 +87,10 @@ impl SurfaceConfig {
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pub const LOW_LATENCY: Self = Self {
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present_mode: wgpu::PresentMode::AutoVsync,
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#[expect(clippy::branches_sharing_code)]
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desired_maximum_frame_latency: if cfg!(target_os = "ios") {
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None // The default is good on iOS, while `Some(1)` cuts FPS in half
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} else {
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// TODO(emilk): We would like yo use `Some(1)` here, but
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// that causes bugs when resizing the window on macOS.
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None
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Some(1)
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},
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};
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@@ -414,6 +414,12 @@ impl Painter {
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// See https://github.com/emilk/egui/issues/903
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#[cfg(all(target_os = "macos", feature = "macos-window-resize-jitter-fix"))]
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{
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// setPresentsWithTransaction causes hangs when desired_maximum_frame_latency == 1
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let is_low_latency = self
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.render_state
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.as_ref()
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.is_some_and(|rs| rs.surface_config.desired_maximum_frame_latency == Some(1));
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if !is_low_latency {
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// SAFETY: The cast is checked with if condition. If the used backend is not metal
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// it gracefully fails.
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unsafe {
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@@ -431,6 +437,7 @@ impl Painter {
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}
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}
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}
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}
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state.resizing = resizing;
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}
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